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An Odd ConveyanceFront

large, magical, fragile

It's like two of those canoes they use in Marshedge, but bigger and with big fins at the back.

They're linked with timbers and a platform set on top. One canoe boasts a tall spire, snapped in half, a torn triangle of cloth still attached. Much of the wood is rotted. The canoes are banded in aetherium, weighed down with stones.

You suspect this is some sort of vehicle, but to unlock its mysteries you…

GroundskimmerReverse

large, magical, dangerous, requires a crew of 2 The groundskimmer can carry about as much as a fully-loaded wagon. When you grasp the tiller and focus, you can adjust how much the craft's aetherium repels the earth. When you properly adjust it to match its current load, it hovers a few feet above the earth and can sail across the landscape. In a good wind at a safe pace, it can cover the breadth of the Flats in ~8 hours. Sailing into the wind is much slower, and requires a zig-zag course.

Bad weather, high speed, flying too high, rough terrain, dodging obstacles, damage, impact, and sudden changes in load all involve Defying Danger (by you/your crew/your passengers).

Sailing the Great Wood is impossible (too dense). Going offroad in the Steplands, Foothills, or mountains is suicidal; even sticking to the Makers' Roads in those regions is dangerous.